Description

The section file containing the east bank of the Thirr. Mainly focused around the Indoril.

Workflow

This is the file where dialogue, quests, and claims for the eastern Thirr should be merged. Do not edit this file without also loading TR_Mainland.esp, and do not merge other esps into it without also loading TR_Mainland.esm! (see editing guidelines)

Development Plan

This file needs to continue being worked on as it did before: remaining issues need to be fixed, more dialogue and quests needs to be added, and Roa Dyr needs to finish its overhaul. There is also an activator (more info here) that needs a script made for it.

Change log: - did a bit of general patching up here and there, though I haven't resolved all the issues people have pointed out - tidied up the council island some more - added the hanging lamps back in - added two interior shells to the 'Roa Dyr Safekeeping' interior; the Glass Hall where Indoril hold council and ritually consume punavit, and the Crossing of Lamps, a central building that will act as a hub for side quests. Here's how the floors of the Crossing of Lamps are arranged, from top to bottom:

Hall of Invocation - for the rare cases where negotiations with Daedra or powerful spirits are in order Steward's quarters, shrines, audience room - where more complex or sensitive issues can be addressed away from the openness of the... Foyer - this is where the steward questgiver will be located, acting as a literal interface between the Indoril and non-Indoril. (In the sense of the actual family/clan, not the organization as a whole). Also contains seating for waiting and discussing stuff and decoration. Ancestor Hall, with a de-activated waiting door - this is where Indoril dead were interred before Ghostfence was constructed, along with foes and servants in the vein of Hanin's Wake.

I will probably put the Glass Hall up as an interior for claiming, though it's just two rooms and will be a bit awkward to properly arrange without a complete punavit drinking set. I got carried away implementing the shell of the Crossing of Lamps, so I'll be tackling that myself.

I thought I'd updated this earlier, but apparantly not. The new interiors are merged and linked (except the Whispered Tenet, which I only just saw is ready for merging and should be merged in the next upload). I did some exterior work mostly around the back of the harbour offices, but mostly focused on interior work in the "Roa Dyr Safekeeping" cell, which is currently very cluttered as I've started copying over content from old Roa Dyr interiors so that I can delete the cells. So far, I've deleted seven of the old cells; three Ilvi Manor cells and four Roa Dyr cells. (The Ilvi Manor used to be where Vhul is, so was separate from Roa Dyr).

Ok, dropping the file now. The exterior of Roa Dyr is done, (barring door markers and updated NPCs), a few more interiors are mostly done, but I probably won't be able to set them up as claims before I get back. I didn't get around to doing anything with the rest of the file, eg. Almas Thirr fixes. It would be good to go over the exterior and spot the errors I undoubtedly left. What I'd like especially is for people to check the stairs next to the Crossing of the Lamps that go under an arch. I've flitted through with Orcs and Altmer without an issue, but apparently some still get stuck on it. Ideally, I'd want some pretty specific information from people who do have issues with it: were you playing OpenMW or vanilla, which race, were you running or jumping, going up or down?

New file up top. Given my inactivity on this file I was planning to drop it, as it's due some fixes anyway, but then I made a bunch of headway on it today, and don't want to lose that momentum now that it's finally come again.

I've merged the Glass Hall, added Ilvi's steward and Roa Dyr's main questgiver -- TR_m3_Diranya -- to the Crossing of Lamps and did some general fixing and detailing. I've gone over the existing dialogue and NPCs, have deleted those I don't think fit with current Roa Dyr, and have started editing the rest to work. Hopefully I'll get far enough tomorrow before the meeting to post a proper changelog for the NPCs and dialogue.

Finally dropping this so that bug-fixing and other non-Roa Dyr work can be done. The dialogue and NPCing is very much in progress; I got rid of NPCs and dialogue who didn't fit and had no strings attached, so to speak, moved relevant NPCs from Roa Dyr interiors and who have Roa Dyr dialogue into the safekeeping cell, and started making edits to some of the NPCs and dialogue. I'm afraid it's not terribly organized yet, but I intend to return to it with a proper spreadsheet approach. In the interests of documentation, though, here are the messy notes I kept while making my changes:

Roa Dyr, Crossing of Lamps -1/1 Ilvi son 3 -1/1 Ilvi's Altmer steward, older end of middle-aged, served House Indoril in Almalexia long before coming into service in the Ilvi household. A skilled summoner. -1/1 Retainer -Various persons with grievances. -2/3 Guard

Record: INFO "24378208722347418788" (Topic:across the bridge) Flags:0x0000 () INAM: ID:24378208722347418788 PNAM: Prev_ID: NNAM: Next_ID:1165914833070918487 DATA: Disposition:50 Rank:None Sex:None PC_Rank:None ANAM: Cell:Almas Thirr, Canalworks NAME: Response: Take the exit west for the marketplace and the western bank of the Thirr. Or, if you want to get to the eastern bank, go up to the Waistworks and further up until you reach the top level of the canton; then exit east to the high bridge. *SCVR: Index:0 Type:(Not_Local) Function:(Variable_Compare) Comparison:(=) Name:NoLore INTV: Compare_Value:0

Record: INFO "1165914833070918487" (Topic:across the bridge) Flags:0x0000 () INAM: ID:1165914833070918487 PNAM: Prev_ID:24378208722347418788 NNAM: Next_ID:2865432314941925230 DATA: Disposition:50 Rank:None Sex:None PC_Rank:None ANAM: Cell:Almas Thirr, Waistworks NAME: Response: You are in the waistworks of the Almas Thirr canton. The upper floor here connects to the plaza and to the bridge east. From the lower floor you can get to the canalworks, where you can exit west to the market and the western shore. *SCVR: Index:0 Type:(Not_Local) Function:(Variable_Compare) Comparison:(=) Name:NoLore INTV: Compare_Value:0

Record: INFO "2865432314941925230" (Topic:across the bridge) Flags:0x0000 () INAM: ID:2865432314941925230 PNAM: Prev_ID:1165914833070918487 NNAM: Next_ID:1873527482269892355 DATA: Disposition:50 Rank:None Sex:None PC_Rank:None ANAM: Cell:Almas Thirr NAME: Response: You are in the western part. If you are looking for the bridge east, you need to go through the canton. You can enter it at the level of Canalworks, then climb the stairs up to the top of the Waistworks and exit to the east. *SCVR: Index:0 Type:(Function) Function:(Choice) Comparison:(=) Name: INTV: Compare_Value:11

Record: INFO "1873527482269892355" (Topic:across the bridge) Flags:0x0000 () INAM: ID:1873527482269892355 PNAM: Prev_ID:2865432314941925230 NNAM: Next_ID:284293562907828239 DATA: Disposition:50 Rank:None Sex:None PC_Rank:None ANAM: Cell:Almas Thirr NAME: Response: Right now, you are east of that bridge. If you have any business in Almas Thirr, you should go west, into the canton. If you're looking for the western quarters, you'll have to exit the canton through the Canalworks. *SCVR: Index:0 Type:(Function) Function:(Choice) Comparison:(=) Name: INTV: Compare_Value:13

Record: INFO "284293562907828239" (Topic:across the bridge) Flags:0x0000 () INAM: ID:284293562907828239 PNAM: Prev_ID:1873527482269892355 NNAM: Next_ID:12923242813201622883 DATA: Disposition:50 Rank:None Sex:None PC_Rank:None ANAM: Cell:Almas Thirr NAME: Response: Almas Thirr consists of two parts. The western part is our market quarter, built atop a broad bridge. It connects directly to the lands of the Hlaalu. The eastern one is a canton, with a bridge to the eastern shore of the Thirr. Beyond that bridge is the Bloodstone Shrine. *SCVR: Index:0 Type:(Not_Local) Function:(Variable_Compare) Comparison:(=) Name:NoLore INTV: Compare_Value:0 BNAM: Result: if ( getInterior == 0 )

Grabbing this. I want to be done with my Roa Dyr work at the end of this month, so I'll have to get to it. For the time being, though, my main priority is removing the outdated Roa Dyr interiors, as they seem to have been causing a lot of confusion.

In Aanthirin Region 12, -26 near the farmsteads north of Vhul, there are some rock steps that are used to connect two paved roads which looks really bizarre, as seen from the screenshots I did a mockup of here: